2018 STUNT Handbook - Official Home of USA Cheer Team · 2018 STUNT Handbook . Table of Contents...

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2018 STUNT Handbook http://www.usacheer.org

Transcript of 2018 STUNT Handbook - Official Home of USA Cheer Team · 2018 STUNT Handbook . Table of Contents...

Page 1: 2018 STUNT Handbook - Official Home of USA Cheer Team · 2018 STUNT Handbook . Table of Contents What is STUNT? ..... 1 I. General STUNT Information ... The Host team will always

2018 STUNT Handbook

http://www.usacheer.org

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Table of Contents

What is STUNT? ........................................................................ 1

I. General STUNT Information .................................................. 2

Recommended Team Personnel Season/Postseason

Field of Play Equipment

Event Staffing Quarter Routines

Skill Rules

II. STUNT Glossary ................................................................... 4

III. The Game Timeline ............................................................. 6

Pregame 1st Quarter: Partner Stunts

Quarter Break 2nd Quarter: Pyramids & Tosses

Halftime 3rd Quarter: Group Jumps & Tumbling

4th Quarter: Team Performance Final Score

IV. Elements of the STUNT Game .............................................. 8

Timeouts Possession

Forfeits Ties

Technical Fouls

V. Scoring .............................................................................. 11

Review Mercy Rule

VI. Interruption of Performance..……………………..……………….13

VII. Boundary/Formation Violations…..……………………………..13

VIII. All American Selections & Player of the Year..................14

IX. Uniform Specifications…………………………………………………16

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What is STUNT?

STUNT is an exciting and growing athletic sport derived from the athletic skills most often seen in

cheerleading. STUNT has its own unique events, competition format and scoring system. Athletes

can be recruited from a variety of sources including the more than one million traditional school

based cheerleaders, non-school cheerleaders known as “all-star”, and athletes with a background

in acrobatics or gymnastics. A team consists of up to 36 athletes that can have various body types

and abilities similar to other sports.

In STUNT, teams participate in “games” made up of four quarters of play; 1) Partner Stunts, 2)

Pyramids & Tosses, 3) Group Jumps & Tumbling, and 4) Team Performance. During each quarter,

teams perform routines of varying levels of difficulty to demonstrate their technical execution and

synchronization at each level. The first three quarters consist of four (4) rounds per quarter, with

the team in control of possession determining which routine will be performed. The fourth quarter

(Team Performance) will consist of three (3) rounds. Teams will perform these routines head-to-

head simultaneously against their opposing team on opposite sides of the performance floor just as

the first three quarters. The team in control of possession will determine which routine will be

performed in each round.

STUNT routines are developed and published at the beginning of each year by the USA Cheer

STUNT Committee, which determines the type and quantity of skills, as well as the number of

athletes to be involved in each routine.

STUNT games involve two teams competing head-to-head. A typical game between two teams will

take approximately 1 hour. Multiple games (“meets”) can be played during a morning, afternoon,

or evening session utilizing one performance floor and facility. “Tournaments” can be scheduled in

round robin, single elimination, or double elimination format and produces a single winning team.

Similar to other sports in which various athletes compete in certain positions, there are positions

associated with STUNT referred to as bases, tops, back spots, and tumblers. Through this diversity,

and STUNT’s competition format of routines with varying levels of difficulty, advantages exist

nationally to recruit athletes from a wide array of skill levels and experience.

In addition to the benefit of games being hosted on college and university campuses, there is also

an existing infrastructure of similar competitive events ideally suited to support STUNT’s

competition requirements. Many of the needed elements such as suitable facility space, floor

matting, bleacher seating, qualified officials, and ancillary staffing needs are already in place.

Additionally, exposure of STUNT via these other similar competitive events helps promote the sport

and its athletes to tens of thousands of potential participants.

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I. General STUNT Information

A. Recommended Team Personnel

One head coach, up to three assistants.

A maximum of 36 on a team roster. No more than 16 will play at a time.

“Restricted” teams may consist of up to 18 athletes and must follow “restricted” rules.

(see Glossary for “Restricted Teams”)

B. Season/Postseason

Spring sport season beginning play in February.

Teams compete in nationally diverse regions.

The participating teams in STUNT are required to attend at least three regular season

games/tournaments to be eligible for the National Championship tournament. That will

increase to a minimum of twelve regular season games/tournaments once established as

a varsity sport fielded under a school’s Athletic Department.

National rankings are determined by each team’s win-loss record, strength of schedule,

and a coach/official’s poll conducted weekly throughout the regular season.

Postseason play: Top-ranking teams by division are invited to the National

Championship tournament.

C. Field of Play

54 ft x 42 ft area consisting of nine non-spring, carpet bonded, foam mat panels with a

minimum 1-3/8 in. thickness, referred to as a competition floor. Each mat panel, 6 ft x

42 ft in size, will be connected along its seams using a 4 in. wide Velcro strip.

On each side of the mat will be seating for teams and two mat panels for team warm-

ups. Seating may be chairs or benches in a single row between the competition floor and

warm-up mats. Team benches may not be positioned where they obstruct the view

between the officials and the competition floor.

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D. Equipment:

Competition floor and 4 additional mat panels for team practice area

Scoreboard

Audio and public address sound system

Team benches – single row of 15-20 chairs on both sides of the performance mat

Necessary tables and chairs for staff

2 Water stations

E. Event staffing:

The hosting team or event producer will provide the following:

A minimum of two Scoring Officials

A minimum of one Routine Official (may alternate as a Scoring Official)

One game Referee

Scoreboard operator

Music/audio operator

Announcer

Appropriate medical personnel (EMT, medical doctor and/or certified athletic trainer)

F. Home/Visitor Team Assignments:

Home teams will always be assigned to the bench on the Scoring Officials left side of the

performance mat.

Home teams will always call the opening coin toss for first possession of a game.

The Host team will always be designated as the Home team when playing at their

facility, and occupy the Home bench.

In the event that two teams are playing, and neither are the Host team, then

Home/Visitor assignments will be determined as follows by the Referee:

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1. Based on previous game bench assignments (Example: Visitor of previous game

would remain Visitor for the following game on the same bench), or

2. A coin toss between the two opposing coaches with the team traveling the furthest to

the event site calling the coin toss. Winner is assigned the Home bench.

G. Quarter Routines:

1st Quarter – Partner Stunts

6 possible routines with Routine #1 being the easiest, and Routine #6 the hardest

Each routine has 9 complete “8” counts of partner stunt skills

As the routines become increasingly difficult, the fewer athletes are required.

(Example: Routine #2 requires 12 athletes; Routine #3 requires only 8 athletes)

The winning team receives 1 point; the losing team receives 0 points; 1 point is

awarded to each team in the case of a tie.

2nd Quarter – Pyramids & Tosses

6 possible routines with Routine #1 being the easiest, and Routine #6 the hardest

Each routine has 9 complete “8” counts of pyramid and basket toss skills

Each routine utilizes up to 16 athletes

The winning team receives 1 point; the losing team receives 0 points; 1 point is

awarded to each team in the case of a tie.

3rd Quarter – Group Jumps & Tumbling

6 possible routines with Routine #1 being the easiest, and Routine #6 the hardest

Each routine has 9 complete “8” counts of group jumps and tumbling skills

Each routine utilizes 7 athletes

The winning team receives 1 point; the losing team receives 0 points; 1 point is

awarded to each team in the case of a tie.

4th Quarter – Team Performance

Three (3) rounds of competition

Teams will select three (3) of six (6) pre-choreographed routines by USA Cheer

Each routine will consist of a combination of three (3) previous routines from the

earlier quarters

Each 4th quarter routine will consist of routines from all the same level (i.e. Routines

1, 1, 1, Routines 2, 2, 2, etc.)

Each 4th quarter routine will be continuous with players taking and leaving the floor

as necessary.

One (1) point will be awarded to the team with the least deductions in EACH section

of the 4th quarter routine. In the case of a tie, each team will be awarded one (1)

point for that section. Each team may score from 0-3 points per round of this

quarter. Example: Team A wins section 1 & 2, and Team B wins section 3, Team A

will be awarded 2 points and Team B is awarded 1 point for that round.

II. STUNT Glossary

Completion of a Round: Each round in a quarter is considered to be completed once the round is

scored and announced.

Game: Head-to-head competition between two teams, consisting of four quarters with a halftime

in between the second and third quarters.

Forfeit: The act of a team choosing to surrender their right to perform the called routine in a

round of a quarter. See Section IV:C for information regarding forfeits.

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Halftime: Ten minute break between the 2nd and 3rd quarters of a game.

Head-to-Head: Two teams performing the same routine simultaneously on opposite sides of the

mat.

Meet: When three (3) or more teams are competing during the same event in the same venue on

the same day, but not to determine a single winning team of the event.

Mercy Rule: When a game has become out of reach by the losing team with mathematically no

possibility to tie or win the game, the coach of the losing team may concede defeat to the winning

team and stop the game at that point.

Neutral Zone: The center mat or buffer area between teams performing head-to-head. The

neutral zone is occupied by the Referee and is designated by 4” wide white Velcro strips separating

the zone from the adjacent mat panels.

Overtime: The period that occurs if there is a tie score between two teams at the end of

regulation play of a game. See Section IV:H and IV:D for overtime information.

Possession: The team having control of determining the routine to be performed in the following

round. See Section IV:B for information regarding possession.

Practice Mats: Two (2) mat panels, each 6΄ x 42΄ in size, available to teams for warm-up areas

in proximity to their team bench.

Quarter Break: Two minute breaks between the 1st and 2nd quarters, as well as the 3rd and 4th

quarters of play.

Quarter: Each of the four (4) skill and components of a game. Each quarter consists of the

following diverse components: 1st Quarter - Partner Stunts, 2nd Quarter - Pyramids &Tosses, 3rd

Quarter - Group Jumps & Tumbling, and 4th Quarter – Team Performance.

Referee: The game official positioned on the competition floor that controls the flow of the game

and enforces the rules of the sport.

Restricted Teams: Teams consisting of a maximum of 18 athletes. These are normally entry-

level teams competing for the first year. Full games for Restricted Teams consist of learning 6

routines per quarter and playing 4 routines per quarters 1-3. However, the routines are adjusted

for level of difficulty, and restricted teams can modify games if they want (reduce the number of

routines per quarter or only play routines 1-4, etc.) Routines 1-2 for Restricted Teams will be

taken from a modified set of routines. Routines 3-6 will be routines 1-4 for the non-restricted

teams. Restricted Teams will NOT be counted with the standard rankings and can NOT qualify for

the National Championship. If a Restricted Team plays against a non-restricted team, the game will

count for the non-restricted team in their rankings if 4 routines are played per quarters 1-3.

Restricted Teams playing a non-restricted team can modify the game as well (less routines per

quarter, etc); however if modified it cannot count for rankings.

Review: Whereby a coach may request a review of the previous round’s scoring results. See

Section V for more information regarding reviews.

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Roster: List of athletes and coaches on the official STUNT team representing a college or

university. A roster may have a maximum of 36 athletes, 1 head coach and 3 assistant coaches.

Round: A period of time in which the team with possession determines which of the 6 pre-set

routines to be performed, both teams then perform the called routine, Scoring Officials rank the

teams, and rankings are announced. There are four rounds in each of Quarters 1, 2 and 3. The

4th quarter, Team Performance, will consist of three (3) rounds.

Routine: Predetermined skill sequences of progressive levels of difficulty set to music. Routines

are choreographed and published by USA Cheer STUNT Competition Committee. There are six

available routines in each of the first three quarters, four routines for regular season 4th quarter,

and six routines for Championship 4th quarter.

Routine Call: Decision of the team with possession as to which routine will be performed in a

particular round.

Routine Official: The game official who is responsible for tracking each routine for timing,

formation and other general implementation errors.

Scoring Official: The game official who is responsible for scoring each performance and

determining how points are awarded throughout a game.

Team: The entire team of athletes representing an institution. Each institution may have a

maximum of 36 athletes on the STUNT team.

Team Performance: The 4th quarter routines selected by each team consisting of 3 routines from

the previous quarters performed continuously to music. Each level of a 4th quarter routine consists

of the same level routines from all three previous quarters (i.e. Stunts Routine #1,

Pyramids/Tosses Routine #1, Tumbling/Jumps Routine #1). The teams will select three (3) of the

set of 4th quarter routines based on possession.

Tie: A tie occurs when two teams receive the same overall round ranking from the Scoring

Officials or when the total game score is the same for both teams. See Section IV:D for

information regarding ties.

Timeout: A one minute break during the game in which play stops, signaled by a player or coach

and called by the Referee. See Section IV:A for information regarding timeouts.

Tournament: When three (3) or more teams are playing each other on the same day in the same

venue to determine an overall winner of that event.

III. The Game Timeline

A. Pregame

Team Warm-up: Prior to the game, each team will have fifteen minutes on the

performance area competition floor to warm up skills. Teams may continue to warm-up

on their practice mats as needed.

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Team Introductions: The announcer will introduce the visiting team followed by the

home team.

Coin Toss for Possession: The initial possession for any game or tournament is

determined prior to the start of play through a coin toss by the head coach, team

captains, administered by the Referee. The home team will call the coin toss to

determine initial possession. The team winning the coin toss may “defer” possession to

the first round of the third quarter.

National Anthem

B. 1st Quarter: Partner Stunts

The team that wins the pre-game toss for possession will determine the routine to be

performed for the first round of the quarter. For the remaining rounds, the team who

wins the preceding round gains possession and determines the next routine to be

performed.

In each round of the quarter, teams will perform the chosen routine head-to-head.

Teams will have 20 seconds to take the floor in their designated positions. At the

Referee’s whistle, the routine’s music will begin. Following the routine’s end, teams

have 10 seconds to clear the floor and return to their benches.

Following each round, the Scoring Officials will declare a winner according to which team

best executed the routine. The winning team receives 1 point and the other team

receives 0 points. In the case of a tie, both teams are awarded 1 point. If a team is

unable to perform and forfeits a round, they would receive no points for that round, but

the performing team must successfully execute the called routine to earn the 1 point.

C. Quarter Break

There will be a two-minute quarter break between the 1st and 2nd quarters.

D. Second Quarter: Pyramids & Tosses

The team with the lowest game score will have 1st possession and determine the routine

to be performed for the first round of the second quarter. For the remaining rounds, the

team who wins the preceding round gains possession and determines the next routine to

be performed. In the event of a tie score at the quarter break, possession alternates

from the team that had possession during the previous round.

In each round of the quarter, teams will perform the chosen routine head-to-head with

the opposing team.

Following each round, the Scoring Officials will declare a winner according to which team

best executed the routine. The winning team receives 1 point and the other team

receives 0 points. In the case of a tie, both teams are awarded 1 point. If a team is

unable to perform and forfeits a round, they would receive no points for that round, but

the performing team must successfully execute the called routine to earn the 1 point.

E. Halftime

There will be a ten-minute halftime break between the 2nd and 3rd quarters.

F. Third Quarter: Group Jumps & Tumbling

The team with the lowest game score will have possession and determine the 1st routine

to be performed for the first round of the third quarter. Exception: If the team winning

the opening coin toss “defers” to the second half, that team will automatically get first

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possession of the 3rd Quarter. For the remaining rounds, the team who wins the

preceding round gains possession and determines the next routine to be performed. In

the event of a tie score at the quarter break, possession alternates from the team that

had possession during the previous round.

In each round of the quarter, teams will perform the chosen routine head-to-head with

the opposing team.

Following each round, the Scoring Officials will declare a winner according to which team

best executed the routine. The winning team receives 1 point and the other team

receives 0 points. In the case of a tie, both teams are awarded 1 point. If a team is

unable to perform and forfeits a round, they would receive no points for that round, but

the performing team must successfully execute the called routine to earn the 1 point.

G. Fourth Quarter: Team Performance

There are three (3) rounds of competition in the 4th quarter.

The team with the lowest game score will have possession and determine the 1st routine

to be performed for the first round of the 4th quarter. For the final round, the team who

wins the preceding round gains possession and determines the next routine to be

performed. In the event of a tie score at the quarter break, possession alternates from

the team that had possession during the previous round.

Teams will select between three (3) of six (6) pre-choreographed routines by USA

Cheer. Each routine will consist of a combination of three (3) previous routines from the

earlier quarters.

Each 4th quarter routine will consist of routines from all the same level (i.e. Routines 1,

1, 1, Routines 2, 2, 2, etc.). These routines will be continuous with players entering and

leaving the floor as necessary.

One (1) point will be awarded to the team with the least deductions in EACH section of

the 4th quarter routine. In the case of a tie, each team will be awarded one (1) point for

that section. Each team may score from 0-3 points per round of this quarter. Example:

Team A wins section 1 & 2, and Team B wins section 3, Team A will be awarded 2 points

and Team B is awarded 1 point for that round.

All competition material will follow the College STUNT Safety Rules published by AACCA.

H. Final Score

Points are awarded and announced at the conclusion of each quarter with the game total

being shown on the scoreboard. The game winner will be determined by the team that

has accumulated the most total points for the game.

In the event of a tie at the conclusion of regulation, sudden death overtime will

determine the winner of the game. See section V:D for more information

regarding overtime.

IV. Elements of the STUNT Game

A . Timeouts

Each team will have three (3) sixty second timeouts per game. Timeouts must be

signaled by the coach or team member prior to the whistle start of play.

Timeouts are signaled by displaying the hands in a “T” figuration.

During timeouts all teams may utilize their warm-up area.

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In the event of overtime, both teams will be awarded one (1) timeout per six (6)

rounds. Teams with remaining timeouts will not be allowed to carry those over to

overtime.

B . Possession

Initial Possession: The initial possession for any game or tournament is determined

prior to the start of play through a coin toss by the head coach, team captains (4 max),

administered by the Referee. The home team will call the coin toss to determine initial

possession. The team winning the toss may defer position to the first round of the 3rd quarter.

Start of Quarters: Possession for the 1st round in each of the remaining 2nd, 3rd, and

4th quarters is given to the team with the lowest overall game score at the end of the

preceding quarter. In the event of a tie score at the quarter break, possession

alternates from the team that had possession during the previous round.

Second - Fourth Rounds of Each Quarter: In the second - fourth rounds of each

quarter, the team that wins the previous round gains possession for the following round.

In the event of a tie, the team that did not have possession in the round where the tie

occurred will have possession for the following round. (See IV:D for ties) Exception: A

team that forfeits the first, second or third round of a quarter gains default

possession for the next round of that quarter.

C. Forfeits

If a team forfeits a round, that team gains default possession for the following round.

(Exception: The first round of each quarter 2-4 is awarded to the team with the lowest

score regardless of forfeits during the previous round)

The team that called the routine will still have to perform the routine in its entirety to be

awarded points.

The Scoring Officials will determine if the team performed the routine at a level of

execution that warrants giving the full number of points for winning the round. Points

will be awarded based on the following:

o Quarters 1-3: 0-1 Major Deductions = 1 point

o Quarter 4: 0-1 Major Deductions per section = 1 point per section (3

points max.) More than 1 major deduction in either section will result in zero

points for that section.

If the team with possession is unable to perform any of the remaining routines in a

given quarter, then they must forfeit possession to the opposing team. Should the

opposing team also be unable to perform any of the remaining routines, then both

teams forfeit the remaining rounds for the quarter and receive 0 points for the round(s)

forfeited. Possession would resume as normal for the start of the next quarter based on

the total score at that point.

Should BOTH teams forfeit a round, then possession alternates from the last team with

possession. (Exception: The first round of each quarter 2-4 is awarded to the team

with the lowest score regardless of forfeits during the previous round)

A forfeit in the 4th quarter must be the ENTIRE round (not just one or two segments) for

the team to gain default possession for the following round.

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If a team is going to forfeit a portion of a round in the 4th quarter (partial forfeit), they

will simply leave the floor during the transition portion of that routine and the officials

will evaluate the team on the floor as they would for a normal forfeit in quarters 1-3.

If a team is going to forfeit the opening segment (partner stunts) they should take the

floor for the start of the music and once the music starts they should leave the floor for

that segment.

D. Ties

Ties within a round: If the Scoring Officials feel that both teams perform a called

routine at a similar level of execution, then the Scoring Officials may award a tie for the

round.

o A tie will be signaled by the Head Scoring Official and Referee using both arms to

indicate that both teams won the round.

o Both teams receive 1 point. In 4th quarter, both teams may receive 0-3 points.

o Possession for the subsequent round is given to the team that did not have

possession in the round in which they tied.

o The first round of each quarter 2-4, possession is awarded to the team with the

lowest score regardless of forfeits or ties during the previous round.

Ties in total game score: If the game score is tied at the beginning of quarters 2-4,

possession then alternates from the team that had last possession of the previous round

of the previous quarter.

Tie in total game score at the end of the game: If there is a tie for total game

score at the end of the 4th quarter, a playoff will commence.

o A coin toss will determine the first possession of overtime. The visiting team will

call the coin toss to determine initial possession.

o The winner of the coin toss will determine the quarter for the 1st round in the

playoff. (Quarters 1-4 are eligible for the playoff period)

o Routine 1 of the quarter called by the coin toss winner will be performed by both

teams. The judges will rank the performances.

o If still a tie, possession will alternate between the two teams. Routine 2 in the

chosen quarter will be performed by both teams and judges will give rankings.

o The process continues until there is a clear winner.

o Should a game reach a 4th overtime, then play defaults to all 4th quarter

routines until a winner is determined.

E. Technical Fouls

If in the opinion of the Referee, a coach/player is displaying conduct that is not

representative of USA Cheer and the College STUNT Association, the Referee may give the

coach/player a verbal warning. A subsequent instance or continuous behavior in the same

instance following this warning will result in a technical foul and the addition of one (1) point

to the opposing team. A third instance or continuous behavior following a technical foul will

result in the addition of one (1) point to the opposing team, and the ejection of the guilty

coach/player from the game. A coach/player who is ejected from a game must remove her

or himself from the entire venue. All ejections will be reviewed by the CSA officials

committee for possible further action which may include future game suspensions or

disqualification from post-season play.

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V. Scoring

A. Quarters 1 – 3:

At the beginning of the season, 6 routines that progressively increase in difficulty are

choreographed for each of the first three quarters. All teams learn the routines as

choreographed by USA Cheer. During a STUNT game, the team with possession determines

the routine to be performed by both teams head to head on the competition floor. The two

Scoring Officials each rank the teams based on how well the routine is executed. This will

repeat for four rounds in each of these quarters.

The Scoring Officials rank the teams by keeping track of the number of execution errors that

have occurred and the severity of those errors. For example, a minor deduction (marked as

a slash “/”) would be assessed for a slight balance error or a timing error between athletes

or groups that doesn’t result in a fall. A major deduction (marked as an “X”) can be an

altered skill, omitted skill, or a fall. A double major deduction (XX) would be assessed for

multiple falls or the collapse of a pyramid. Each type of error and the appropriate deduction

are covered in the coaches’ and Officials’ training programs. Two minor errors are the

equivalent of one major error.

Once teams have completed a routine, the Scoring Officials each total the number of

deductions and determine a winner. Teams may tie if the number of deductions is equal and

the routines are performed with a similar level of technique.

B. Sample scoring

In the event that a team cannot perform the called routine (due to injury, ability level, etc.)

that team forfeits the round and will receive 0 points. The team with possession must

perform the called routine in order to earn points for that round. The point(s) awarded will

be determined by the Scoring Officials based on the performing team's execution of the

routine. The performing team will be awarded 1 point if the routine has 0-1 major

deductions. Two (2) or more major deductions will result in 0 points being awarded to the

performing team.

0-1 Major Deductions = 1 point

2+ Major Deductions = 0 points

C. Quarter 4:

The fourth quarter consists of the team performance where teams perform a continuous

combination of previous routines in quarters 1-3. USA Cheer will create six (6) routines for

the teams to select from during the regular season, but only three (3) rounds will be played.

These combinations will be choreographed to music, and will require athletes to enter and

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leave the floor at times during the performance. Each 4th quarter routine will contain one

routine from each of the previous quarters, and each will be of the same difficulty level.

(i.e. Routines 1, 1, 1; Routines 2, 2, 2; etc.) Routines are evaluated in the same way as in

the previous quarter, with the higher points being awarded to the team with the fewest

execution errors. One (1) point will be awarded to the team with the least deductions in

EACH section of the 4th quarter routine. In the case of a tie, each team will be awarded one

(1) point for that section. Each team may score from 0-3 points per round of this quarter.

Example: Team A wins section 1 & 2, and Team B wins section 3, Team A will be awarded 2

points and Team B is awarded 1 point for that round..

In the event that a team cannot perform the called routine (due to injury, ability level, etc.)

that team forfeits the round and will receive 0 points. The team with possession must

perform the called routine in order to earn points for the round. The point(s) awarded will

be determined by the Scoring Officials based on the performing team's execution of the

routine. In the 4th quarter, the performing team may earn up to three (3) points. The team

will be awarded one (1) point per section if that section has one or less major deductions.

Two (2) or more major deductions per section will result in 0 points being awarded to the

performing team for that section. A total of 3 points can be awarded.

0-1 Major Deductions per section = 1 point per section (max. 3 points)

2+ Major Deductions per section = 0 points

D. Review:

Whereby a coach may request a review of the previous round’s scoring results. Each team

is only allowed one (1) review per game as long as they have at least one timeout

remaining. The review may only be requested prior to the whistle to begin play of the next

round following the round to be reviewed. The ONLY elements that can be challenged

for review are 1. Skill execution & technique; 2. Counts; 3. Skill modifications.

Should the review result in the previous score being upheld, the team loses their review and

a timeout. Should the score be changed, then the challenging team will retain their timeout

but their one review is now used for the remainder of the game. In the event of overtime

play, each team is awarded one (1) review as long as they have a timeout remaining.

NOTE: Reviews are only available when video replay is being used by the Officials

and not video from other sources.

E. Final Scores:

The final scores are determined by the combined scores from each of the four quarters. The

winner is the team with the most points at the end of the game.

F. Mercy Rule:

When a game has become out of reach by the losing team with mathematically no

possibility to tie or win the game, the coach of the losing team may concede defeat to the

winning team and stop the game at that point. Should both coaches wish to continue play,

the game will not be stopped.

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VI. Interruption of Performance Rule

A. Injury

The Referee, Scoring Officials or Head Coach has the right to stop a performance due to an

obvious injury. Should an injury occur and the performance be stopped during a routine in

quarters 1-3, the team will be scored based on what was performed with automatic

deductions for what was not performed. Should an injury occur during a team's 4th Quarter

Team Performance, then that team will be awarded a 5 minute adjustment period. During

that time, the team must implement a substitution or make any necessary adjustments to

their Team Performance (the injured athlete[s] may not return). The team will then be

given the option of 1) performing their Team Performance again in its entirety with the

scoring resuming from the point of the injury or 2) not performing again and only being

scored on what was performed prior to the interruption.

B. Music

a. In all quarters, if there is a music malfunction (included but not limited to skipping or stopping) the squads should stop the routine at a SAFE point (once a skill or series of skills has completed). The referee will also step in at a safe/appropriate time to blow the whistle and signal for the routines to stop.

b. Both teams will re-set after the issue has been resolved and perform the routine again from the beginning.

c. The routines will be evaluated from the beginning with ANY execution errors from the previous attempt carrying over to this performance.

d. EX: Team A has no errors and Team B has 2 minor errors when the music stops. After the issue is resolved, both teams will perform the routine from the beginning and Team A will begin with no errors and Team B will begin with 2 minor errors.

e. Should one team stop at an appropriate time and the other team continues to counts, the above set of rules will still apply. Both teams will perform the routine again in its entirety.

VII. Boundary / Formation Violations

A. Boundary Violations

Each boundary violation will result in a minor deduction being charged to the team

committing the violation. A boundary violation is defined as a performing athlete touching

any part of the area outside their designated performance area. Touching the white lines

bordering the center “neutral” area does not constitute a boundary violation, however

touching any part of the neutral area inside the white lines will result in a boundary violation

if detected by the judges.

B. Formation Violations

a. All routines must begin with both teams set and aligned in formations designated by

the training videos and outlines.

b. Teams out of formation for the start of a routine will receive a MINOR deduction.

c. During performances, hash marks are used for reference points only, and no

deductions will be charged for variations in reference to hash marks.

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VIII. All American Sections

A. ALL-AMERICAN TEAM

At the conclusion of the regular season, the selection Committee will select an All-American

team. The committee will be made up of all nominating coaches and select STUNT officials with

knowledge of the athletes. There will be a 16-member First and a 16-member Second Team for

each division. Each team will be comprised of three (3) flyers, four (4) bases, three (3) back-spots,

two (2) tumblers, and four (4) at large positions (comprised of athletes receiving the next highest

votes). The committee will also select a Player of the Year.

B. NOMINATIONS

Approximately five days after the conclusion of post season play, each coach of a participating

STUNT school should submit nominations of his/her athletes to be considered for All-American

status. The maximum number of nominations for each team will depend on their STUNT regular

season finish.

1st Place Team – 6 nominations

2nd Place Team – 6 nominations

3rd Place Team – 5 nominations

4th Place Team – 5 nominations

5th Place Team – 4 nominations

6th Place Team – 4 nominations

7th Place Team – 3 nominations

8th Place Team – 3 nominations

9th Place Team – 2 nominations

10th Place Team- 2 nominations

11th and Below- 1 nomination

Each coach can nominate one player for Player of the Year.

All nominees must meet the following criteria:

-Participate in all 4 quarters of competition (Stunts, Pyramids/Tosses, Jumps/Tumbling, 4Q)

-Participate in at least 50% of games played

-Be a vital component to the team’s success and rank top 10 in power-ranking on the team

Team must participate in full games (minimum of routines 1-4) to be eligible to nominate athletes

for All-American honors. Restricted STUNT teams are not eligible to nominate All-Americans.

C. VOTING PROCEDURE

All-American Nominations and Player of the Year nominations will take place online. SID’s/Coaches

will upload Stats for each player being nominated from their school. There will be room to add

additional comments. Each coach will rank his/her players in the order they feel they should be

nominated. The voting will take place two weeks after the national championship. Coaches should

vote for 1st and 2nd Team selections, and a Player of the Year. NO COACH CAN VOTE FOR

HIS/HER OWN PLAYER!

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D. ALL AMERICAN TABULATION

Each player will receive 2 points for a 1st Team vote and 1 point for a 2nd Team vote. The players

receiving the highest votes in each category shall be selected to 1st Team. Once the first team is

selected the next highest vote getters in each category will be awarded 2nd Team. The committee

can choose to award honorable mention team honors to the next highest athletes if they believe

they are deserving. Ties will be broken in favor of the player with the most 1st Team votes.

E. STUNT ATHLETE OF THE YEAR NOMINATIONS

Each coach can submit one athlete for player of the year honors. Coaches should only nominate an

athlete that they feel is deserving of the title of POY. Committee will rank the nominees that they

feel are most deserving 1-3. NO COACH CAN VOTE FOR HIS/HER OWN PLAYER!

F. STUNT ATHLETE OF THE YEAR TABULATION

Each athlete will receive 5 points for a 1st Place vote, 3 points for a 2nd place vote and 1 point for

a 3rd place vote. The player with the most points will get POY. If there is a tie, then a revote will

be held with only the players that tied.

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IX. Uniform Specifications

The following uniform specifications are strongly recommended, but not required for play at

this time. Adhering to these uniform specifications will help ensure that teams are in

compliance once they transition to being a requirement.

A. JERSEY 1. All players on a team shall wear jerseys of the same color and design. 2. Jersey may be either sleeveless, short sleeve, or long sleeve. 3. Jersey shall be primarily light color for home competition and primarily dark for away competition. 4. Side inserts may be contrasting school colors. B. SCHOOL IDENTIFICATION 1. All jerseys shall have an identifying name, abbreviation, official school logo, or mascot. 2. School identification must be visible. C. NUMBERS 1. Numbers shall be placed on the front and the back of the jersey. 2. Numbers on the front of the jersey shall be a minimum of 4 inches in height and visible. 3. Numbers on the back of the jersey shall be a minimum of 6 inches in height, and visible. 4. Duplicate numbers are not permitted to be worn by members of the same team. 5. A team’s roster may include a 0 or a 00, but not both. 6. Numbers shall be a color that contrasts with the jersey color, and may be bordered by no more than ½ inch border of any color(s). D. SHORTS/SKIRT 1. All players on a team shall wear shorts/skirt of the same color and design. E. MANUFACTURER’S LOGO INFORMATION 1. A visible manufacturer’s logo/trademark may not exceed 1 square inch and 1 inch in any direction on either the shirt and/or the shorts/skirt. There may not be more than one manufacturer’s logo/trademark on the outside of each item.